Friday Flashback #612


Capcom has created a new terror with the GAMECUBE software “biohazard.”
Michael Shimaner

 I like to keep up with trends and technological advancements in the gaming and entertainment industry with products like SOFTIMAGE|3D and SOFTIMAGE|XSI, and then Capcom, the creators of my favorite games like “Street Fighter,” “Mega Man,” and “Dino Crisis,” released “Biohazard” for the Nintendo Gamecube.

 As everyone knows, BIOHAZARD is one of the most popular games of all time. Since the first game was released for the Sony PlayStation in March 1996, it has sold over 3.4 million copies. From the first to the latest installment, four BIOHAZARD games have been released across various platforms, including the Nintendo 64, Dreamcast, and PlayStation 2. And finally, the long-awaited GAMECUBE version of BIOHAZARD has been released. The BIOHAZARD series has sold over 18.5 million copies worldwide. (Figures are as of September 2001.)

TROUBLE IN RACCOON CITY

 BIOHAZARD is generally recognized as the software that established the “survival horror” game genre. This latest installment in BIOHAZARD takes full advantage of the GAMECUBE’s expressive power, forcing you to fight against an ever-increasing sense of fear. The story is set in a fictional town called Raccoon City. In this game, you take on the role of a member of STARS (Special Tactics and Rescue Service), battling zombies, zombie dogs, and genetically engineered monsters.

 Capcom director Shinji Mikami brought the first Biohazard to the world, instantly establishing himself and his games as legendary figures among gamers worldwide. Since then, Mikami has consistently released groundbreaking new titles. The Biohazard world has expanded beyond games to include comics, action figures, comical and horrifying settings, and even attractions. A live-action version of Biohazard starring Milla Jovovich and Michelle Rodriguez has also been released in theaters.

THE MOVE TO GAMECUBE

 What kind of terror will the Gamecube version of Biohazard bring us? This new work, created by Mikami once again, promises us a completely new kind of terror that we have never experienced before. To me, the meticulously constructed world was astounding. However, creating this threatening realism posed a major challenge for the creative team at Capcom.

 ”We anticipated from the beginning that the production would be more complicated than ever before,” said Capcom animator Shinji Utsunomiya. “With the increased hardware specs, we expected the characters to be more complex. As expected, the work became more difficult, but using SOFTIMAGE|3D made it easier.”

 Utsunomiya started out as a control system programmer, and after working in support of SOFTIMAGE|3D, he joined Capcom. SOFTIMAGE|3D is now widely used for character modeling, textures, motion, real-time events, and more. In the past, he and his Capcom team worked on Resident Evil 3 and the PlayStation 2 game Devil May Cry. Naturally, the team he works on is also in charge of the new Biohazard for the Gamecube. As was easily predicted, Biohazard has continued to sell well since its release in early spring, and is a driving force behind the increase in Gamecube unit shipments.

 When I asked Utsunomiya why SOFTIMAGE|3D is used so widely at Capcom, he answered my question quickly and calmly.

 ”One of the best things about SOFTIMAGE|3D is the know-how we’ve cultivated over the years,” says Utsunomiya. “Capcom has been using SOFTIMAGE|3D for over a decade. So we understand the SOFTIMAGE|3D system very well, and even more importantly, many of our artists understand it very well too. In addition, the SOFTIMAGE|3D system is powerful and user-friendly, so problems can be predicted and easily resolved. Even if we had any issues or complaints about the system, our feedback was reflected in new versions. These improvements and a mature system set SOFTIMAGE|3D apart from other tools. It also led to the creation of our own unique 3D system.”

 When asked about the power of SOFTIMAGE|3D’s key animation, Utsunomiya answered without hesitation.

 ”SOFTIMAGE|3D is a powerful animation tool, and at the same time, the schematic view makes data management easy. The user interface is intuitive and simple, yet has the functions we need. Even if we can’t find the function we need, it’s easy to develop a plug-in. We hope to use SOFTIMAGE|XSI in the near future, as it will bring us greater productivity in character production.” “The support for caustics, global illumination, and final gathering in Mental Ray v.3.0 is also attractive as it increases expressiveness. I also feel that it has become faster and the image quality has improved,”

(C)CAPCOM CO., LTD. 1996, 2002 ALL RIGHTS RESERVED.

Friday Flashback #339


05_CS_RE4

Summary

For Resident Evil 4 Capcom Co. Ltd. put SOFTIMAGE|XSI at the core of its development pipeline to establish an efficient workflow, to manage huge volumes of data and to create seamlessly integrated visual sophistication from event scenes to game play.

Even if you think that you’re ready to be thrilled, terrified and amazed, Resident Evil 4 might still be too much for you. It’s one fast-paced, hair-raising, visually incredible game that’s sure to be on everyone’s list for 2005 and beyond. This is definitely not your big brother’s game.

Resident Evil 4 Uses SOFTIMAGE|XSI to Redefine Survival Horror

By Alexandra Pasian

On January 27th, 2005, Capcom Co. Ltd released the latest installment in their Resident Evil franchise and redefined the survival horror genre. With spellbinding visuals, three-dimensional game play and dynamic camera work, Resident Evil 4 will have you seeing and experiencing things that you’ve never seen or felt before. Yoshiaki Hirabayashi, a Designer at Capcom, talked to us about the major role that SOFTIMAGE|XSI played in the franchise’s new look and feel.

XSI AT THE CORE OF THE DEVELOPMENT PIPELINE

In the past, Capcom used both SOFTIMAGE|XSI and SOFTIMAGE|3D for the development of the Resident Evil franchise, including on Resident Evil for Game Cube. For Resident Evil 4, , however, the development environment was migrated to SOFTIMAGE|XSI exclusively for everything from character modeling to animation as well as to the outputting of scene data to actual equipment.

When asked why Capcom selected SOFTIMAGE|XSI as their main creation tool, Hirabayashi explains: “The most obvious advantage to XSI is the fact that it builds on our already substantial knowledge and experience with SOFTIMAGE|3D. In addition, we have developed a real trust in the product through the support that Avid Technology offers. And, ultimately, we know that you have to select high quality tools if you want to create high quality games.”

6In order to achieve the quality that they wanted for Resident Evil 4, the team at Capcom first had to concentrate on their workflow. With more than ten times the amount of content of other installments in the series, the team had to be confident in their development pipeline. In the end, the content for the game was completed faster than usual because the developers at Capcom created an efficient workflow using SOFTIMAGE|XSI as the core of their pipeline.

With an environment that enables outputting to actual equipment, SOFTIMAGE|XSI helped to make Resident Evil 4 a reality. In their game development environment, Capcom also used the Animation Mixer in XSI to manage the volume of data, such as motion data and camera animation, that was necessary for game creation.

mixerIn order to export the scene data to the game, for example, the data that had to be outputted to the Animation Mixer and the character nodes needed to be selected in such a way that, after pressing a single button, the data could be played on the actual equipment.

Even though such operations normally require five to six steps, the developers were able to customize XSI so that, by coordinating the VBS and a proprietary tool, these operations were done in one step. This meant that the designers were able to play the scene in a split second without needing to pay attention to the program running behind XSI.

According to Hirabayashi: “The Animation Mixer in XSI is very intuitive, allowing the designers to easily understand the interface. And our developers appreciate the open and flexible environment. Because of all the advantages XSI has to offer, we were able to produce content faster and with better quality that surpassed even the director’s expectations.”

STREAMLINING VISUAL SOPHISTICATION

According to Hirabayashi: “There were big changes and big challenges on Resident Evil 4 as compared to previous installments. The toughest challenge involved creating all of the cinematic portions of the game as in-game cut scenes.” The team at Capcom used in-game cut scenes to create the cinematic content for the game so that the game portions and event portions would tie together seamlessly. By employing in-game cut scenes, the team was able to reduce the discrepancies in visual quality between game and cinematics, which, they felt, would allow players to concentrate on their game play. And they were absolutely right.

Resident Evil 4 has players on the run for their lives. It is wonderfully scary and offers some of the best graphics out there. What’s more, it boasts game play that is so intense that it prompted one reviewer to say: “You don’t own Resident Evil 4, it owns you.” This tension is due, in no small part, to the fact that the event scenes and game portions of Resident Evil 4 fit so well together visually.

To achieve this visual cohesion, the team at Capcom believed that they had to make sure that their in-game cut scenes had the same visual quality as a pre-rendered movie. In order to achieve the look they wanted, the team at Capcom turned to SOFTIMAGE|XSI.

MANAGING HUGE DATA VOLUME

Being able to control the volume of data was extremely important on this project. The team knew that they had to limit the number of polygons used in modeling but also knew that reducing the number of polygons—in order to add the right amount of texture data, for example—would result in a reduction of light. Achieving and keeping the right balance between quality and the data volume was quite a challenge. According to Hirabayashi, the team met this challenge using SOFTIMAGE|XSI.

“For the process of controlling the volume of data, we have to thank the powerful polygon modeling functionality in SOFTIMAGE|XSI that allowed us to quickly edit the model data. And, since XSI allowed us to make small edits to texture easily using such features as UV development, we were able to maintain the ideal quality for our cinematics and were also able to control the volume of data. This project would not have been possible without SOFTIMAGE|XSI.”